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<blockquote data-quote="Manbearcat" data-source="post: 7638982" data-attributes="member: 6696971"><p>Or, put another way, there is this tendency among a cross-section of the TTRPG culture to try to assume that action resolution mechanics are actually a <em>gamestate unto themselves</em>, rather than an <em>input into a possible new gamestate</em>. </p><p></p><p>This is one of the reasons why the spellcaster vs martial dichotomy has been an issue for so long. </p><p></p><p>In much of D&D, spellcasters spells are actually <em>gamestates unto themselves</em>. Conversely, in much of D&D, martial characters merely have <em>inputs for possible new gamestates</em>.</p><p></p><p>Contrast with Dungeon World where <em><strong>Cast a Spell </strong></em>is an <em>input into a new possible gamestate</em>, while <em><strong>Armored, My Love for You is Like a Truck</strong></em> and the like are each a <em>gamestate unto themselves</em>.</p><p></p><p></p><p></p><p>Same with Dogs. It doesn't assume you're the Earps and Doc Holiday at the OK Corral. If you're in a shootout with a gang of bandits or cattle rustlers...well, you're in a tricky pickle (because the dice game as inputs for a possible new gamestate say so...though they don't ensure it). There is a straight-forward workaround (change the magnitude of dice pool mechanics for antagonist numbers), but the default fiction (and the mechanics that serve as inputs for gamestate change) isn't built around "Dogs as Epic Gunslingers."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7638982, member: 6696971"] Or, put another way, there is this tendency among a cross-section of the TTRPG culture to try to assume that action resolution mechanics are actually a [I]gamestate unto themselves[/I], rather than an [I]input into a possible new gamestate[/I]. This is one of the reasons why the spellcaster vs martial dichotomy has been an issue for so long. In much of D&D, spellcasters spells are actually [I]gamestates unto themselves[/I]. Conversely, in much of D&D, martial characters merely have [I]inputs for possible new gamestates[/I]. Contrast with Dungeon World where [I][B]Cast a Spell [/B][/I]is an [I]input into a new possible gamestate[/I], while [I][B]Armored, My Love for You is Like a Truck[/B][/I] and the like are each a [I]gamestate unto themselves[/I]. Same with Dogs. It doesn't assume you're the Earps and Doc Holiday at the OK Corral. If you're in a shootout with a gang of bandits or cattle rustlers...well, you're in a tricky pickle (because the dice game as inputs for a possible new gamestate say so...though they don't ensure it). There is a straight-forward workaround (change the magnitude of dice pool mechanics for antagonist numbers), but the default fiction (and the mechanics that serve as inputs for gamestate change) isn't built around "Dogs as Epic Gunslingers." [/QUOTE]
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